What is the best way to procedurally texture an object without the hard edged seams I am getting?
For your textures, if the Image Texture Blend option doesn't fix the problem, I don't think there's any easy way to hide the visible seams. You could try to fix it in Texture Painting mode with the Stencil or the Clone brush, but it will really depend on the texture I guess.
So I probably misunderstood your question, but for the specific texture you're showing, a kind of grid, you could use your current topology:

Duplicate your object, hide the original. As suggested by Lemon, if you want a more dense and uniform net, use the Remesh tool/ Voxel option in the Properties panel &gt; Object Data &gt; Remesh:



If you want the topology to be rotated 45°, select all and CtrlE &gt; Unsubdivide with an Iteration of 1 (Operator box), like that:



Go in Edit mode, switch to Face Select, select all, press i twice to inset the faces. Keep these faces selected, give them a material (here orange). Ctrli to invert the selection, give the strokes another material (here red):



Unhide the original torso, it must overlap its copy, go in Edit mode, select all, unwrap (Smart UV Project mode), in the UV Editor create a new image (size 2048 x 2048 for example), in the Shader Editor create an Image Texture node, don't plug it for the moment, load the image you've created. Make sure you're in Cycles, select the copy, shift select the original, go in the Properties panel &gt; Render &gt; Bake, choose Bake Type &gt; Diffuse, disable Influence &gt; Direct and Indirect, enable Selected to Active, give a bit of Extrusion value, click on Bake:



Once the map as been created, plug the Image Texture node into the Principled BSDF (or Diffuse), the map is now displayed on the surface of the original torso. If you use a Subdivision Surface modifier You may need to give some corrections in Texture Painting mode: